Jump to content

Fellow314

Members
  • Posts

    431
  • Joined

  • Last visited

Everything posted by Fellow314

  1. Saw this, went to find the game. http://xkcd.com/1244/
  2. With added Cargo bay. https://www.dropbox.com/s/67je6qp1mugtk07/Swan%20One%20NMJ.craft?dl=0 Okay, so if you do decide to try it out there are a few things you should know. 2 - turbojets 3 - rocket motors 5 - open 6 - close 7 - raise/lower front internal gear 8 - raise/lower rear internal gear. Turn the two torque sources off at the front of the craft before you do anything. Turn on RCS and SAS and leave them on. Fairly standard profile, you want to hit 32.5 K and about 2km/s at the same time, level out to about an 80K orbit and then circularise. She lifts off at about 80m/s. The neck will wobble like fury until there's enough air going over the front winglets to give some stability but there's some wobble every time you correct the course. Before you open the door you'll need to click on the tanks, front and rear, on the roof and allow fuel flow. To open the cargo bay, bring the throttle up to about the third 'click' and hit 9. Then quickly switch to the roof and kill the throttle. It might not go first time and this will mess with your orbit a little. If it doesn't work try tapping 9 while playing (gently) with the throttle. It should slide and lock into place fairly easily. Stage once the door is open and the cargo is pushed out of the bay by the solid fuel motors mounted in the wing pieces. To close repeat the process in reverse. The doors may get stuck, using 7 and 8 to raise and lower the gears in the mechanism can help. Landing is fairly straightforward but as the stall speed is now less than 50 m/s be careful not to overshoot. Oh, and if you do decide to fly it, please let me know how you got on. Testing has been less extensive than perhaps is necessary
  3. Who would have thought I'd get so obsessed with a door? This one actually works. Craft file once I've done a little tweaking.
  4. I was on approach to the overshoot runway (because, I, er, overshot) and thought I'd zoom in to have a look how inside the craft was doing and it just disintegrated. The whole slidey out rack thing worked a charm. Mostly. But it did work . The whole thing docks into place at either end of it's travel. There's some messing with landing gear required. I aim to post the craft file once it all works properly. Which may be never
  5. The flying Breadbin didn't work, but it gave me the idea for this. Which also doesn't work. I have no idea what went wrong. It simply disintegrated.
  6. I've not tried to build anything quite this big before. As far as I can work out the problem isn't the numbers as such, it has a 2:1 thrust ratio on jets with no cargo and so, with the addition of a truly ridiculous number of air intakes, should have the thrust to hit orbital velocity at 33K fairly easily with it's own weight in cargo (eat your heart out NASA). The problem is going to be stability and control. It's either not going to be controllable or it's going to get through so much RCS (or fuel O2 mix with vernors) controlling it that it's going to have to weigh a lot more. It's either that or put enormous wings on with massive control surfaces and it's already nearly (or possibly over) 1000 parts (pre-air intakes!) and barely fits inside the Spaceplane hanger. I was, and still am, determined to try to finish it without mods. I did have to turn on indestructible buildings though Barely a pixel Definitely now called 'The Flying Breadbox' Thank you Ravenchant
  7. Er, nothing at the moment. Around 250T when she's finished but I really doubt that shell be able to make orbit. Landing is probably right out. Next thing to sort out is some sort of pitch control. And yaw control. And roll control...
  8. Cargo 25. Nice, simple lifter with limited delta V in orbit and only a little tricky to land due to the massive amounts of lift. The extra fin that the eagle eyed will have spotted on the test run has been removed... https://www.dropbox.com/s/qq7ro3d1wmo7j3y/Cargo%2025%20NMJ.craft?dl=0
  9. What, actual adding up? Without a machine to do it for me?! Blimey! I think everything's pretty precisely placed but I might try to rebuild it, carefully, from the ground up, as it's the only .25 model I'm happy with really. Perhaps moving the air intakes might help... My thanks for your wisdom
  10. Thanks. I could fix either the turbojets or the nuke, not both. It's very annoying. My thanks for your efforts though. Any ideas why it's happening? ETA: How did you get the lift/weight ratio? I've not seen that number before. I thought she was a little heavy under flight. She's not so bad fuel empty.
  11. This is just called '3' at the moment. Innovative name, I know... And here's the craft file: https://www.dropbox.com/s/ilft2bjja0fwaci/3%20NMJ.craft?dl=0 It lacks rotation on take-off but other than that it seems pretty sorted, except... The fuel flow is asymmetrical, it'll draw from only one of the side tanks meaning that it becomes unbalanced and unstable. I can't fix it. Can anyone?
  12. I think so. Not entirely sure. I'll check and put it in if it is.
  13. The re-engineered Canada One. Reliable, if somewhat extreme take off involves using front mounted jets for lift to take the strain off the landing gear. Works rather well RCS, annoyingly drains only one tank, not both equally, so to be used sparingly. https://www.dropbox.com/s/3iqyjsg07r538ms/Canada%20One%20NMJ.craft?dl=0
  14. So, I hadn't built a large, lifting SSTO for a while. This has been rectified with Canada One. The rockets at the front are only necessary with very heavy loads. They're fuelled from their own tank hidden just ahead of the crew tank. ETA: - Hmmm, now seems to be having trouble on the runway. Going to try to fix it.
  15. I just call it the Swan. It was going to be a lifting vehicle of some sort and it does, technically, work...
  16. I think he's just pleased because he built it and it worked first time. Or possibly second time. In other news the Arowana VTOL SSTO is now available from FishPi Industries
  17. Arowana VTOL SSTO. Available from FishPi Industries
  18. Added another one to the company list. I should probably take a break
  19. Today I made a Seahorse. And then I tried a runway landing using only Mechjeb's altimeter and the cockpit view...
  20. As I appear to have become quite carried away with the business of building military ships, I thought I'd start a company Now updated with added Piranha.
  21. Now, do I have to tell you I've updated what I'm laughably calling my catalog here? Of course, in asking the question I have. Result.
  22. Do you have a pesky enemy satelite in LKO? Or in GKO? Or around the moon you're mining? Or the planet? Or a moon around a completely different planet? Wherever it is, you need FishPi Industries Manta long range interceptor. Wherever it is, the Manta can get to it, then cause it major inconvenience with it's six double savlos of dumb torpedos each of which has some chance of hitting it's target. Notes for the brave pilot. And aggressive approach is needed to reach orbit, start the prograde marker at 60 degrees and keep it as high as you dare until the apoapsis is about 29K, then climb slowly and blast your way out of the atmosphere like the avenging deathfish you are. https://www.dropbox.com/s/miaqdh3wh3gavbs/MV1%20NMJ.craft?dl=0 --------------------------- Also available from FishPi Industries: Swordfish SSTO torpedo ship. For shooting battleships (and other things, if you must ) KSC - LKO - re-entry - deliver occasionally unreliable payload - LKO - KSC Auxilary jets supplement Nuke while the topedos are still loaded https://www.dropbox.com/s/m4ni24vciekju2x/Swordfish%20NMJ.craft?dl=0 --------------------------- Piranah.
×
×
  • Create New...